Jump to content
Sign in to follow this  

Conflict Rules

Recommended Posts

Conflict Rules

Wars and Raids | July 5th, 2019

The conflict rules represent a fork in the road. At some point, the story you and another wish to write misalign. In these cases, we can always find a path to a fair resolution.


Conflict is a dramatic and clever way to advance a story and promote character growth. Whether you play an outlaw, mercenary, or thug, you play out a tale as old as time itself. Roleplay conflict is a chance to weave a surprising and satisfying story together.


As long as you’ve got 3 people or less, you’re good to go! You don’t need to request any staff supervision, check any special cooldowns, or buy any custom tools. If you can run or jump your way in, you’re in! The only requirement is roleplay itself. Know why your character is there and what their goal is.


*Habitually terrorizing the same places and people will upset them. Severely upset players may report you for a conflict blacklist. Roleplayers appreciate varied and creative villainy, especially villainy with a motive or backstory.


Raids are wartime attacks involving numerous personas on populated places. For example, warring sides could raid each other once per day with a suggested maximum of 10 raiders with support from any faction for one hour per raid. A raid should provide roleplay beyond the roleplay battle itself. Space raids out and give your fellow players some room to breathe. While a war is enough context to warrant a raid, it is a good idea to develop a solid explanation for your character to engage willingly in combat and massacre.


*Poor roleplay or abrasive and inflammatory behaviour may lead upset players to report you for a conflict blacklist. Together, we write a cooperative story based in mutual respect—even if our characters violently disagree. Their reality may be one of steel and sorcery, but we are just writers having a good time—the consequences for our characters are wildly different from ours which are, at most, mild disappointment.


Wars are roleplay events involving the characters of two or more nations. Both sides cooperate in good-spirit out-of-character to write a gripping and meaningful story in-character. As stated in our community guidelines, there is no path to “victory”.


Together, we weave an epic tale involving hundreds of unique characters. Characters with a family to protect, a legacy to uphold, and personal ambitions, fears, and fascinations.

Good-Spirit Clause

During war negotiation, we give the main parties a platform to declare any Out-Of-Character concerns. Using the good-spirit clause, both sides verify that they believe the war is based in mutual respect, civility, and community engagement.


Wars must be based In-Character. As such, use this opportunity to declare any suspicions or evidence of metagaming (i.e. OOC subversion or manipulation) or other behaviour in conflict with our goal to write a freely-flowing and dynamic cooperative story.


The terms are final once the war begins.


*We will work directly with the Community Leaders to ensure a mutually respectful and fascinating war. Abusive or inflammatory behaviour may ban your nation from continuing in the war (this may trigger defeat conditions!). We will do our best to prevent this from occurring and only do so as a final resort after multiple warnings.

Dynamic Elements

There is no cut and dry way to run a single war. As such, participating leadership may negotiate at any point to add, remove, or update the Terms and war rules to their liking. This includes re-drawing war paths, new participating factions, adjusting raiding terms, and adding quirks, special events, or other significant details. These edits are unique for every war.


We will assist you to the fullest extent of our ability. For example, we could involve Story in executing engaging war events, Moderation in operating specially designed RP machinery, or perhaps Technicians in developing useful, amusing, and surprising mechanics. We will let you know what we can do for you!


*During negotiations, Staff will try not to interfere. We will observe and maintain the peace but we will not coerce or rally any specific outcome. However, if neither side can come to an agreement then staff will help work out an appropriate resolution. Refusing without proper reasoning will result in staff intervention where the actions of your nation will be reviewed and we will help both nations come to an agreement (we will look at other avenues such as payment, ceasing the infringing behaviour, or some other reasonable agreement).

Negotiate War Terms

Wars may have binding roleplay consequences. Player leadership cooperatively determines the terms of a victory and defeat however they may deem is acceptable. Even clauses involving permanent character death are allowed but the player who owns the character must permit it.


Below, we provide a few generic Terms you could use but are not limited to. You may mix and match as many as desired. The leadership of all primary sides must agree to all terms.


If there are multiple points of interest (forts, towns, cities), consider adding sub-terms. Sub-terms bind and enforce the moment an underlying condition is met: a siege battle victory over Fort A, first field-battle victory, etc. The sub-term itself can be anything such as handing over key figures, plunder/raze, and etc.

Capture Figure(s)

Capture nobility, leadership—or anybody really. Jail them, or perhaps execute them permanently!


Prevent the Nation from signing any pacts or alliances for a period of time (e.g. 2 IRL months). Potentially capture one or more notable figures and maim them irreversibly (monk healing fails).


The enemy spits in your wine, lays with your spouse, and commits crimes against your descendants! Perhaps permanent execution will honour your forebears? Set their blasphemous churches ablaze! Demand they prostrate themselves before you in your presence.

Raze Structure(s)

Destroy a cathedral, a town hall, and the chicken coop for good measure. Pin-point specific buildings to raze and pilfer. Additionally, the victors secure an opportunity to inflict petty damages on anything in their way.


Ransack the enemy nation! Steal a set amount of minas (e.g. 30,000) and pilfer a percentage of their national storage (e.g. 50%). The victors secure an opportunity to move items and damage buildings. Optionally, an unlock clause can be negotiated (that moderation should unlock any desired chests during plunder-time).

Oust Leadership

Expel the enemy royalty and usurp their throne for a certain period of time (example 2 IRL months).


Seize the land that is yours to take and lay claim to territory!


The default punishment for failing to roleplay according to the outlined Terms is staff intervention. This is not very interesting nor does it promote good storytelling; so we encourage you to decide your own conditions and punishments for failing them, based in roleplay. We will help verify, supervise, and enforce the terms you set!

Wage Warclaims

Warclaims, consequential and thrilling roleplay battlegrounds, rally characters together on a special battlefield. Warclaims separate into two battle strategies: field and siege. Field battles determine momentum. Sieges may enforce pre-arranged sub-terms. The first warclaim of any war is a field battle held equidistant from both nations.

Field Battles

A battle held on open-terrain. Last one standing wins.


If the defenders win and pay the cost of shifting momentum then they reverse the direction of the warpath. If the attackers win they will travel a significant distance, usually straight to a siege.

Siege Battles

The defenders fortify, occupy, and protect an active point of interest. Desolate (inactive) points are ignored in the warpath. Staff will measure activity if requested.

Suggested Victory Conditions

  • Kill all opponents.
  • Control a majority of the point of interest when the time limit elapses (example 3 hours). Staff will broadcast when only 30 minutes remain.

Unless specified in the Terms, a siege does not transfer ownership.

Follow The Beaten Warpath

Warring Nations follow a warpath to victory. The warpath divides into sieging points of interest and interspersed field battles. Both sides negotiate a fair warpath prior to the war. We suggest that each point of interest is separated by at least one field battle or more depending on travel distance.


The side currently attacking may adjust the warpath for up to 2 days after a victory. Both sides must agree to the changes. The initial warpath must be complete end-to-end, and account for shifts in war momentum.

The Warzone

The land (tiles/regions) involved in the warring sides or an area chosen during negotiation is known as the warzone. Within the warzone, war-time conditions apply to roleplay. Whether it be raiding, rampant villainy, or epic heists—war is an unbridled and savage dance.


We suggest that if a side clears all objectives in their war path, they win the war. 


If a side wins twice in a row they may stalemate the war in which case victory/defeat Terms do not apply and the war ends. If a point of interest is sieged twice and both attempts fail, the victorious side may end the war.


If, during negotiation, leadership choose different endgame conditions then those will be honoured instead.


If the sides agree to sign treaties, then treaty Terms apply and the war ends.

Drafting A Treaty

You may wish to end a war early. Both sides may agree to sign a Treaty. Treaties can introduce binding Terms in order to close the war. Once treaties are signed, the war is permanently closed.


You may specify precise conditions that must be followed and a set of punishments if they are broken for either side.


We suggest that each side pays in Minas to represent infantry and building upkeep. Failing to pay upkeep loses the war for your side and activates defeat Terms. For example, the cost could be 5,000 minas per warclaim. Attackers pay siege equipment costs. You would pay 5,000 minas to establish momentum: the attackers pay when establishing a war; the defenders pay after winning a warclaim to switch roles and become the attackers.


The attackers should have a reasonable and fair avenue for attack. If the defending side builds over-the-top defences and unfair structures, the moderating staff will privilege the attackers with advantageous powers to destroy the barricades/traps during battle. The methods used will be just slightly unfair enough to balance the scales of power.


Example Images






I want more concrete examples of fair defensive mechanics!

  • Participants fallen into traps should be able to climb out within 5-10 seconds.
  • Traps should not deal more than 2 hearts of fall damage.
  • If a point of interest has no fair point of entry like a gate then an act of GOD might collapse the forward wall before the warclaim.
  • 1 block-wide tunnels may be subject to gaseous explosions which widen them out.


Obviously, cities and forts should be kept in appealing condition. Base your fortifications in roleplay. If you must erect surprise walls or edit a vast swathe of your castle—you will also be the one to tear them down.


Strange unfair walls, especially when unclimbable, are subject to random acts of gravity and other surprises…

Roleplay Presence

Fortifications must be verified to be active or else they are skipped in the warpath. We never skip the final goal in a warpath this way. If you believe a target settlement was roleplay-inert at the time of negotiation, you may request for Staff to validate its roleplay activity.

Share this post

Link to post
Share on other sites
This topic is now closed to further replies.
Sign in to follow this  

  • Recently Browsing   0 members

    No registered users viewing this page.

  • Create New...